bookmate game
Jason Schreier

Blood, Sweat, and Pixels

Meld me wanneer het boek is toegevoegd
Dit boek lezen upload een EPUB- of FB2-bestand naar Bookmate. Hoe kan ik een boek uploaden?
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    As The Witcher 3’s staff grew larger, this insistence on realism led to some complications. At one point, Tost’s team noticed a serious problem in Velen: there was too much to eat.
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    Urquhart pointed out that making games is sort of like shooting movies, if you had to build an entirely new camera every time you started. That’s a common analogy. Another is that making a game is like constructing a building during an earthquake. Or trying to drive a train while someone else runs in front of you, laying down track as you go.
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    “You’re polishing something that’s at ninety-five percent while this thing over here at sixty percent needs a lot of love. So that was what made crunch hard, because [when] you’d get down into it, you’d have trouble seeing the forest for the trees.”
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    In the last months and weeks of a game’s development, chaos reigns supreme as team members scramble to polish, playtest, and fit in all the last-minute features they can think to add. Then, suddenly, something clicks. It might be the visual effects, or the audio cues, or the optimization that gets a game’s frame rate as stable as possible. Usually, it’s all of the above: a single holy moment when a game’s disparate parts coalesce into something that finally feels complete.
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    One surefire way to annoy a game developer is to ask, in response to discovering his or her chosen career path, what it’s like to spend all day playing video games.
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    predatory mortgage lender
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    When they disagreed on something, they’d each rank how they felt about it, on a scale from one to ten.
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    “We are ninety-nine percent done,” he said, “but that last one percent’s a bitch.” Heart of the Swarm wouldn’t come out until March 2013. That last one percent took nearly a year.
  • Sashaciteerde uit5 jaar geleden
    “That wizard came from the moon,”
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